Custom texture not working [Solved]

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Bucman55
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Custom texture not working [Solved]

Post by Bucman55 »

So I made a custom Captain Rex texture based on Deviss' HD Clone Pack's ARC Trooper and it's not working properly. I modified the options file to support override textures but it doesn't seem to have worked all the way. Am I missing something?

Here's my texture:
Hidden/Spoiler:
Image
Here's what it looks like in-game:
Hidden/Spoiler:
Image
Here's the unit ODF:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "rep_inf_ARC_Clone_Trooper.msh"

[Properties]
UnitType = "Trooper"

GeometryName = "rep_inf_ARC_Clone_Trooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "rep\repjettp;rep_1st_jettrooper"
ClothODF = "rep_inf_ARC_Clone_Trooper_cape_Rex"

OverrideTexture = "rep_inf_ARC_Clone_Trooper_Rex"
OverrideTexture2 = "rep_inf_ARC_Clone_Trooper_Gear_Rex"

WEAPONSECTION = 1
WeaponName1 = "ant_weap_hero_rex_pistol"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_thermaldetonator"
WeaponAmmo2 = 3
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_timebomb"
WeaponAmmo3 = 1
WeaponChannel3 = 1

//SOUND
HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""

SCFieldMoveOutSound = ""
SCFieldHoldSound = ""
SCFieldFollowSound = ""
SCDriverGetInSound = ""
SCDriverGetOutSound = ""
SCPassengerMoveOutSound = ""
SCPassengerStopSound = ""
SCPassengerGetInSound = ""
SCPassengerGetOutSound = ""
SCGunnerAllClearSound = ""
SCGunnerSteadySound = ""
SCGunnerGetInSound = ""
SCGunnerGetOutSound = ""
SCResponseYessirSound = ""
SCResponseNosirSound = ""

AISCFieldMoveOutSound = ""
AISCFieldHoldSound = ""
AISCFieldFollowSound = ""
AISCDriverGetInSound = ""
AISCDriverGetOutSound = ""
AISCPassengerMoveOutSound = ""
AISCPassengerStopSound = ""
AISCPassengerGetInSound = ""
AISCPassengerGetOutSound = ""
AISCGunnerAllClearSound = ""
AISCGunnerSteadySound = ""
AISCGunnerGetInSound = ""
AISCGunnerGetOutSound = ""
AISCResponseYessirSound = ""
AISCResponseNosirSound = ""

//SndHeroSelectable = ""
//SndHeroSpawned = "hero_rex_spawn"
//SndHeroDefeated = "hero_rex_exhausted"
//SndHeroKiller = "hero_rex_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

//VOSound = "rex_hero_pc_com_hostile SpottedVO"
//VOSound = "rex_hero_pc_com_mechanic NeedRepairVO"
//VOSound = "rex_hero_pc_com_transport NeedPickupVO"
//VOSound = "rex_hero_pc_com_backup NeedBackupVO"
//VOSound = "rex_hero_pc_com_clear_area AttackPositionVO"
//VOSound = "rex_hero_pc_com_defend DefendPositionVO"

//VOSound = "rex_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
//VOSound = "rex_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
//VOSound = "rex_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
//VOSound = "rex_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
//VOSound = "rex_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
//VOSound = "rex_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41 AcquiredTarget"
VOSound = "rep1_inf_chatter_KillingSpree4 KillingSpree4"

VOUnitType = 183
SoldierMusic = "rep_hero_Anakin_lp"[/code]
Here's the .msh.option file for the ARC Trooper:
Hidden/Spoiler:
[code]-lodgroup soldier -nocollision -keepmaterial override_texture override_texture2[/code]
On a possibly related note the kama & pauldron aren't changing colors to match my custom texture either.

Custom gear texture:
Hidden/Spoiler:
Image
EDIT: I've fixed the issue using a hex editor!
Last edited by Bucman55 on Sun Jan 14, 2018 6:21 pm, edited 1 time in total.
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EasyOvenOperator
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Re: Custom texture not working

Post by EasyOvenOperator »

don't the models have to be set up to use override textures?
Bucman55
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Location: Texas

Re: Custom texture not working

Post by Bucman55 »

EasyOvenOperator wrote:don't the models have to be set up to use override textures?
Yes, but I did that already

rep_inf_ARC_Clone_Trooper.msh.option:
Hidden/Spoiler:
[code]-lodgroup soldier -nocollision -keepmaterial override_texture override_texture2[/code]
Copied directly from a model that has working override textures.
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giftheck
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Re: Custom texture not working

Post by giftheck »

Bucman55 wrote:
EasyOvenOperator wrote:don't the models have to be set up to use override textures?
Yes, but I did that already

rep_inf_ARC_Clone_Trooper.msh.option:
Hidden/Spoiler:
[code]-lodgroup soldier -nocollision -keepmaterial override_texture override_texture2[/code]
Copied directly from a model that has working override textures.
It's more than that, though: the .msh itself has to have an object named "override_texture" for it to work. It's possible the parts that aren't being overriden are a separate model (maybe "override_texture2").
Bucman55
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Posts: 37
Joined: Tue Jan 09, 2018 7:01 pm
Projects :: Playable Campaign Factions
Games I'm Playing :: Star Wars games
xbox live or psn: PSN: BucMan55
Location: Texas

Re: Custom texture not working

Post by Bucman55 »

ggctuk wrote:
Bucman55 wrote:
EasyOvenOperator wrote:don't the models have to be set up to use override textures?
Yes, but I did that already

rep_inf_ARC_Clone_Trooper.msh.option:
Hidden/Spoiler:
[code]-lodgroup soldier -nocollision -keepmaterial override_texture override_texture2[/code]
Copied directly from a model that has working override textures.
It's more than that, though: the .msh itself has to have an object named "override_texture" for it to work. It's possible the parts that aren't being overriden are a separate model (maybe "override_texture2").
I just looked at the model in the SWBFVeiwer and found this in the debug window:
Hidden/Spoiler:
[code]
MODL (329656)
{
MTYP (4) 1
MNDX (4) 2
NAME (20) "override_texture"
PRNT (12) "DummyRoot"
TRAN (40)
Scale 1, 1, 1
Quaternion rotation 0, 0, 0, 1
Translation 0, 0, 0
GEOM (329528)
{
BBOX (44)
{
Rotation: -0.0005689, -2.643596e-6, -1.101797e-6, 0.9999998
Center: -1.062638e-6, 0.9058566, -0.0082042
Width/2: 0.9380749, Depth/2: 0.9080766, Height/2: 0.2041008
Bounding sphere radius: 1.321456
}
SEGM (4216)
{
MATI (4) Material No.1
POSL (592) 49 points
WGHT (1572) 49 weights (n*4*[bone refs, weights])
NRML (592) 49 normals
UV0L (396) 49 UV coords
NDXL (444) 54 polygons ( n, [ n*indexes ] )
NDXT (352) 58 triangles (3*indexes)
STRP (200) 98 strip refs, 58 triangles
}
SEGM (9452)
{
MATI (4) Material No.2
POSL (1360) 113 points
WGHT (3620) 113 weights (n*4*[bone refs, weights])
NRML (1360) 113 normals
UV0L (908) 113 UV coords
NDXL (980) 122 polygons ( n, [ n*indexes ] )
NDXT (736) 122 triangles (3*indexes)
STRP (420) 208 strip refs, 123 triangles
}
SEGM (108956)
{
MATI (4) Material No.3
POSL (16372) 1364 points
WGHT (43652) 1364 weights (n*4*[bone refs, weights])
NRML (16372) 1364 normals
UV0L (10916) 1364 UV coords
NDXL (9984) 1246 polygons ( n, [ n*indexes ] )
NDXT (7516) 1252 triangles (3*indexes)
STRP (4076) 2036 strip refs, 1252 triangles
}
SEGM (108916)
{
MATI (4) Material No.3
POSL (16384) 1365 points
WGHT (43684) 1365 weights (n*4*[bone refs, weights])
NRML (16384) 1365 normals
UV0L (10924) 1365 UV coords
NDXL (9852) 1228 polygons ( n, [ n*indexes ] )
NDXT (7444) 1240 triangles (3*indexes)
STRP (4176) 2086 strip refs, 1241 triangles
}
SEGM (97796)
{
MATI (4) Material No.3
POSL (14332) 1194 points
WGHT (38212) 1194 weights (n*4*[bone refs, weights])
NRML (14332) 1194 normals
UV0L (9556) 1194 UV coords
NDXL (9944) 1242 polygons ( n, [ n*indexes ] )
NDXT (7468) 1244 triangles (3*indexes)
STRP (3884) 1940 strip refs, 1244 triangles
}
ENVL (92) 22 refs
}
}
MODL (1008)
{
MTYP (4) 4
MNDX (4) 3
NAME (12) "bone_root"
PRNT (20) "override_texture"
FLGS (4) 1
TRAN (40)
Scale 1, 1, 1
Quaternion rotation 0, 0, 0, 1
Translation 0, 1.159374, 0
GEOM (868)
{
BBOX (44)
{
Rotation: 0, 0, 0, 1
Center: 0, 0, 0
Width/2: 0.052, Depth/2: 0.052, Height/2: 0.052
Bounding sphere radius: 0.0900666
}
SEGM (808)
{
MATI (4) Material No.0
POSL (292) 24 points
NRML (292) 24 normals
NDXL (68) 8 polygons ( n, [ n*indexes ] )
NDXT (52) 8 triangles (3*indexes)
STRP (52) 24 strip refs, 9 triangles
}
}
}
[/code]
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